PFS 9-15 The Bloodcove Blockade (Inactive)

Game Master noral

Maps and Handouts (please update the PC information)


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Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

"If we wait for an hour I can try again to remember that charm trick. Otherwise, I'm not usually the best at talking to people. They seem to find me abrasive but I'm afraid I can't remember why."


When Guaril learns that you want to wait for an hour he is absolutely against it!

”Time is unbelievably critical!! Please make haste or they might have moved our double agent!!“

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

"Don't worry, Guaril. The professionals are on it. We've got the place under surveillance. If they try to move her, we'll intercept them on the street. The best way to bring her back alive is an entry that doesn't spook them into doing something rash."

GM, what time of day or night is it? I'm not sure about the rest of the team, but my default assumption is that a bold daylight smash n' grab might get noticed, even in a place like Bloodcove--which is part of the reason I was hoping for a sneakier nighttime operation when there's (hopefully) fewer people inside. But I know sometimes trying to be "realistic" can cause problems, so I'm flexible.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth looks blankly at Guaril. "You want us to go in during daylight? We can do that, but we'll likely be seen and we'll likely need to get 'messy'...your call..."


Currently, it is around 10 am.

Out of game: There is some time of 'timer' here. So I just wanted to give you a hint.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie pats Rowdy then checks his lance and sword.

"Let's try the secret password and when that don't work we'll do things the hard way," he says.

"I mean, we all been Pathfinders long enough to know that we're probably gonna have to draw swords on somebody in there sooner or later."

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

"Pathfinders? Is that what we are? Gosh, you would think I would remember something like that... In any case, yes, the secret password seems like a good idea. Nothing can go wrong when you have a secret password!"

At Reggie's mention of swords, Birseko glances down for a moment and then adds, sheepishly, "I seem to have forgotten mine."

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

"Yes let's try it. Who will take the lead."

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn shrugs. "Well, if we have to hurry, we have to hurry. There's no time like the present." The street detective hastily downs a couple of acrid-smelling vials and heads into the front door of the establishment.

Drinking a potion of countless eyes (lasts 5 hours) and a barkskin extract (lasts 40 minutes).

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

How much time has passed since we first arrived at the site? Birseko cast Heightened Awareness (10 minutes) and Mage Armor (1 hour) from wands at that time, and will renew either/both if they have expired.


Around 20 minutes have passed with your information gathering, the overflight etc.

When you approach with Quinn leading you suddenly see the door open.

You can see the first room of the Vanji Prospector's Guild,

A polished table stands in the center of the room, surrounded by windows overlooking the Vanji River. The trunk of a massive mangrove grows through the northern wall, with two large roots breaking through the otherwise smooth wooden floor. A staircase ascends to the east, flanked by cabinets stuffed with leatherbound journals and waterproof scroll cases.

Inside this room are two guards. One of the guards asks, ”We were not expecting guests. What business do you have with the Vanji Prospector's Guild?”


Can you please place yourself on the map?

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Dwight is on the map. Whenever possible he will be above the front character. I say that because verticality is a little hard to do on digital maps, so I have him off to the side right now.

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn says to the guards, "We'll here to inspect our dividends from the Kaddodi project."

Bluff w/ inspiration: 1d20 + 5 + 1d6 ⇒ (4) + 5 + (3) = 12


The guard looks at you with a slightly insecure expression but then responds.

"Yes, of course, you are always welcome, the Overseers are in the office up the stairs to the left, go on in, they will be happy to see you. We will bring you."

You are guided to the next structure.


Arched windows line the walls of the northern half of the room, providing an expansive view of the surrounding boardwalks.

Two wingback chairs with rich upholstery stand on either side of a large desk, covered in documents, in the center of the room, each currently holding an overseer.

Elaborate maps of the Vanji River delta and the Kaava Lands decorate the trunk of a giant mangrove bursting through the center of the room.

As the door opens one of the two elves looks at you, realizes he does not recognize you, but also heard nothing from the guards in the entryway and asks "Who might we have the pleasure of meeting today and how may we help you?"

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

I really should think further ahead! "Please allow one of my companions to explain," Quinn says, waving vaguely in the direction of his companions. As one of them starts to speak, Quinn casually walks to the rear of the group and tries to subtly take advantage of the distraction by locking the doors.

Bluff w/ inspiration: 1d20 + 5 + 1d6 ⇒ (14) + 5 + (5) = 24

Stealth w/ inspiration: 1d20 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth will wave Quinn off and handle locking the door...

Stealth: 1d20 + 21 ⇒ (16) + 21 = 37
Sleight of Hand: 1d20 + 11 ⇒ (8) + 11 = 19


GM:
4d20 ⇒ (13, 20, 13, 4) = 50

You are able to divert attention from your actions and Quinn and Myth can lock the door.

The two elves are expectantly looking at you.

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Dwight let's the investigator talk keeping a eye on the muscle in the room.

Cleaver infiltration plans rarely work in Pathfinder in my experience. You either trigger 3 fights at the same time or walk up to a boss three levels two early. Both of which I have done and I won't stop trying them.


Ha ha! :-)

The elf that is sitting behind the desk stands up.

”Could you please elaborate what kind of business you have with our establishment? You must have provided some reasoning to the guards?!“

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie ain't much of one for lying (he can still taste the soap in his mouth from the last time he did so to his Mama) but he is pretty friendly and likable. So, he just puts on his calmest, nicest smile and starts talking.

"Now, now, no need to get up, we don't want to impose. Well, what we tol' them fellas downstairs was that we're intrested in the Kaddodi project and that there is true. We's just lookin' for some details, 'bout it."

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20


"Aaah, interested in the Kaddodi project, here before anything else, we have something to show you."

Both gentlemen get up and move to escort your group to the other room.

The elf wonders why the door is locked for a moment but wants to unlock the door to walk into the next room.

You can sort out your order or anything you want to try to do while they escort you. In case you want to stop him please go ahead and post that and we will resolve from there.

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

As the elves move toward the door, Quinn politely steps aside to let them get past. However, he moves towards the table in the center of the room hoping to catch a glimpse of, and perhaps even steal, any documents that looks particularly useful.

Not sure if this is possible, but happy to roll a Bluff, Stealth, Sleight of Hand, or related.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Since it seems like the only other options are to convincingly lie to them or try to kill them, and he's bad at the first one and not in the habit of the second, Reggie moves Rowdy out of the way to let the elves pass.

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

We could go with competing contractors wanting to take the works. We are new in town and will to work at cost if we can see the 'books' can price the current contractors out. Quinn may be able to swing a lie like that.


Both gentlemen get up and move to escort your group to the other room.

You can sort out your order or anything you want to try to do while they escort you, but I am going to go ahead and introduce the other room.

The sloped walls of this dank warehouse merge with thick mangrove roots that arch overhead, their processes spun through the room like a tangled wooden web. Several crates bearing the Aspis Consortium’s seal are tucked between the roots. The sound of splashing water echoes throughout the room as the Vanji River laps up against the floor.

When the overseer opens the doors to the room he moves forward and presses a ring on the mangrove trees and then stepping back to meet you. "Come on now, we have something especially brought in for purchase."


Quinn the Investigator wrote:

As the elves move toward the door, Quinn politely steps aside to let them get past. However, he moves towards the table in the center of the room hoping to catch a glimpse of, and perhaps even steal, any documents that looks particularly useful.

Not sure if this is possible, but happy to roll a Bluff, Stealth, Sleight of Hand, or related.

Please roll a bluff or stealth as they actually would like to escort you and see the group instead of leaving you alone in the room.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko wanders along, looking for all the world like a harmless fool in tie-died pajamas.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth follows along, hand subtly on his bow in case things go south...

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn tries to lurk in the background to examine the table full of documents.

Stealth w/ Inspiration: 1d20 + 5 + 1d6 ⇒ (10) + 5 + (4) = 19


Quinn the Investigator wrote:

Quinn tries to lurk in the background to examine the table full of documents.

[dice=Stealth w/ Inspiration]1d20+5+1d6

Quinn can see a collection of shipping manifests that detail where the guild is spending resources. You got a good look but taking the documents will be very obvious when the elves return.

Do you want to take the documents?


As your group follows the overseer through the next room you notice several crates laid about, with little indication of what each may be. When the team rounds the corner they notice a person being held captive by the roots of the mangrove tree that is easily recognized as the contact Malika Fenn.

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn sweeps the documents into a satchel and then hurries to catch up to the others.


Can the group please give me a bluff check to see how well you hide your true motive during the walk to the next room.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

"I gotta say, I'm always impressed by the way folks use their environment. I woulda been tempted to try to get rid of these trees but it's obvious, it was better to put them to good use. Who needs shelves, right?" Reggie says as they wander through the warehouse.

"Say, what's her deal?" he asks, indicating the captive.

Bluff: 1d20 ⇒ 3

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Bluff: 1d20 - 2 ⇒ (12) - 2 = 10

"Yes, she doesn't look too pleased with the situation. Are you sure she wants to be here?"

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn whistles nonchalantly, as if he sees tied-up captives in warehouses every day.

Bluff: 1d20 + 5 ⇒ (9) + 5 = 14


They look at Reggie and Birseko with suspicion but when Quinn come in with his whistling they are obviously momentarily confused.

They look at the bound woman. "Interesting, I can answer both your questions at once, that little scamp over there is Malika, she was caught trying to cause trouble for us. There have been a few attempts by thieves, but most have either been caught, or as the note says, given bad loot that has caused them to recede their efforts. Otherwise the operations are going well, as you can see we have security under control!" he says proudly.

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Bluff: 1d20 - 1 ⇒ (11) - 1 = 10

Dwight just stays quiet.

He is going to keep an eye out for anything that looks like contraband things that would be stolen from the Mwangi or grippli as well as evidence of forgery like a seal that does not being to the people here.

If any one looks at him funny he will use the only social skill he has so make them think twice

Intimidate: 1d20 + 7 ⇒ (17) + 7 = 24

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn nods when the elf explains about the bound woman. "Well, you've been gracious hosts so far. I guess we should see the wares, and then we could do you a favour and take care of this little problem for you." He points at the captive. "I happen to know a place where . . . problems disappear. For good."

Bluff (w/ inspiration): 1d20 + 5 + 1d6 ⇒ (18) + 5 + (4) = 27


The elf laughs.

”Thanks but that is not necessary. Look, our people are everywhere in the city! Even the son of the powerful Erwyn Harvacus is part of our organization!“ he says with pride.


I hope you all had a great weekend. How do you wish to proceed?


The other Elven overseer adds ”Well, that little scamp over there was caught trying to cause trouble for us. There have been a few attempts by thieves to het in here lately, but most have either been caught, or given bad loot that has caused them to recede their efforts. Otherwise the operations are going well, ah, here are the wares: you can see from that tablet and these other relics here that we are making progress in Kaddodi and have the grippli under control! We also have an expert in Senghor who is studying other such tablets.” he says showing several other Mwangi cultural relics that are in this area of the warehouse along with a tablet that has strange runes and gives you a bad feeling.

L

The Exchange

Male LG Human Investigator 4 | HP 25/31 | AC 18* T 11 FF 17* | CMB +5 (+7 with sword cane), CMD 16 | F: +5**, R: +8**, W: +8** [+2 vs poisons, +1 vs charms/compulsions] | Init: +1 | Perc: +8, SM: +8 | Speed 30ft | Inspiration 9/9 |Tireless Logic 1/1 | Active conditions: Unflankable (5 hours), *Barkskin (40 minutes), Expeditious Retreat (4 minutes), **Heroism (50 minutes)

Quinn subtly flashes some Pathfinder handtalk.

I believe it's DC 15 Bluff check to secretly pass a nonverbal message, and if I can Take 10 I'll make it without a check. Quinn is essentially signalling: "I guess we got as much info as we're going to--everyone ready to attack?"

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Sense motive: 1d20 + 11 ⇒ (20) + 11 = 31

Dwight nods and moves toward the door as if to leave.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

"What kind of trouble?" Reggie asks, both genuinely curious and trying to to stall for time as everyone gets ready for what is about to come.

He doesn't reach for this lance, but he is sizing up where to stab the guy who's close enough for him to do so when the time comes.

He gives Quinn a nod.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

"How interesting! May I examine the tablets? And you have an expert you say? My memory has been a bit off lately, but I do believe that I once also dabbled in such matters - do you mind telling me more about your "expert's" credentials? You know there are far too many out there who try to pass themselves off as someone they are not!"

If they will allow him to spend some time with the articles he'll attempt an Occult skill check - probably either Read Aura or Psychometry.


Sense Motive: 1d20 ⇒ 5

One of the elves looks at Reggie.

"Do not worry. Our security has that kind of trouble under control."

The other one turns to Birseko.

"Of course. Please go ahead and inspect the items. I have to admit that our expert Shinri Wells in Senghor will first need to inspect the tablet before it is for sale but we already have the first bidders!"

Birseko touches the tablet and you visibly see him whince and contort his face.

Birseko:
Out of game: This is one of the tablets that you as a player know from 'Signs in Senghor' and your character instantly feels the aura of evil from the imprisoned Azura in Kaddodi that you also know from 'Champion's Chalice 2'. Feel free to use your player knowledge here. The tablet is magical and holds corrupt magical knowledge that provides spell like abilities after long-term study. It also allows the Azura Parveen to corrupt individuals that study the tablet. Feel free to imagine what your character feels and roleplay what you feel is right.

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Is there a local, arcana, or religion checks for any of the items that can help determined if they were from the site of interest?

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